Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Move: Unit must stop. Move: Unit must stop. Camouflage: Unit may only be targeted in a Close Assault.
Camouflage is lost if unit moves or battles.
Battle: No battle on entry. Battle: No battle on entry.
Ignore first . Ignore first . Capture HQ/Supply Tent: The owner of captured HQ/
Supply Tent immediately loses 1 random Command card.
If owner reclaims hex, replenish hand.
1 -1 -2 2
DAM POWER PLANT Capturing Equipment: Unit capturing a specified hex (and
ending its move there) picks up a token representing
Move: Infantry only. Move: Unit must stop. the equipment. If the unit is eliminated, the equipment
Battle: Ignore first . Battle: No battle on entry. stays in the hex where the unit was killed.
Ignore first . Destroy Supplies: Destroying Supply Depot using Sabotage
rules reduces movement of all enemy Armor by 1 hex.
-1 -2 2 1 Forward Spotting Artillery: If specified hex is occupied,
FACTORY -2 RADAR STATION -1 -2
Artillery are Big Guns.
Move: Unit must stop. Move: Unit must stop. Freeing Prisoners: Unit capturing a Fortress, Prison
Battle: No battle on entry. Battle: No battle on entry. Camp or specified hex picks up a token representing
Ignore first . prisoners. If the unit is eliminated, the prisoners are lost.
Battle: Ignore first . Move: Only Japanese infantry may use the
caves as a defensive position.
Impassable to Armor and Artillery.
1
TRENCHES -1 -1 Battle: Japanese units ignore all .
-1 -1 1
Move: Unit must stop.
WADI, GULLY -1
LoS same as underlying terrain
No Artillery. Move: Can move through open ends only.
Special Rules: Japanese infantry may move between
Impassable through sides.
Battle: Infantry may ignore first . any cave hexes as a full move. If no enemy adjacent,
Armor may not battle while in Battle: Infantry and Armor battling into or Allied infantry on the hex may seal cave by rolling Close
trenches. out must be adjacent to target. Assault dice; if is rolled it is sealed (turn hex over).
INFANTRY 3 2 1 SNIPER 1 1 1 1 1 NIGHT ATTACKS
Move: Up to 1 hex and battle or Move: Up to 2 hexes and battle. Place a token on the 1 space of the Night Visibility
2 hexes and no battle. chart. At the start of each of his turns the Allied player
Battle: M
ay battle on entering hexes
rolls 4 dice: for each rolled, move the token 1 spot
Battle: May Take Ground on a where other troops cannot.
upwards. Visibility and firing range improve as indicated.
successful Close Assault.
May not target Armor. If adjacent to a All combat is limited to Close Assault on adjacent hexes.
ARMOR 3 3 3 unit must attack (if Armor, must move When the token reaches 6 (full daylight) normal combat
before firing). No terrain reduction for visibility conditions resume. Until daylight is reached,
Move: Up to 3 hexes and battle. target. Air Power and Barrage tactic cards may only be played to
Hits on unit symbol, or . Retreat order 1 unit of the player’s choice.
Battle: M
ay Armor Overrun on a
successful Close Assault. up to 3 hexes per . Only hit on a .
No Victory medal awarded if eliminated. LANDING CRAFT
Elite: Move: Up to 2 hexes. Remove when
SKI TROOPS 3 2 landing on beach and leave unit.
ARTILLERY
3 3 2 2 1 1
Move: Up to 3 hexes and battle. Battle: Unit may not battle while in LC
Move: 1 hex or battle. or when landing.
Battle: M
ay battle on entering hexes
Battle: Ignore line of sight. where other troops cannot.
Ignore terrain modifiers. WARSHIPS
Retreat up to 3 hexes per .
A warship may be targeted: one hit is scored for each .
SPECIAL FORCES 3 2 1 When a third hit is scored, the attacker receives the
FLMETHRWR TANKS 3 3 3 warship counter and 1 Victory medal.
Move: Up to 2 hexes and battle.
Move: Up to 3 hexes and battle. A warship ignores first . If forced to retreat it retreats 1
Battle: M
ay Take Ground after a ocean hex for each , or takes damage as usual.
successful Close Assault. Battle: M
ay Armor Overrun on a
successful Close Assault.
AIRCRAFT CARRIER
In Close Assault, terrain dice
ENGINEERS 3 2 1
reduction limited to 1 max.
Move: 1 or 2 hexes in ocean, but may
not move into ocean spaces
Battle: In Close Assault ignore terrain adjacent to a beach hex.
reductions. MOBILE ART. 3 3 2 2 1 1
A carrier may provide offshore air
May battle on wire hex (still -1d) Move: 1 hex and battle or support and for staging Air Sorties.
and remove wire on same turn. up to 2 hexes and no battle.
In a minefield must clear mines Battle: I gnore line of sight. DESTROYER
3 3 2 2 1 1 1 1
instead of battling. Ignore terrain modifiers. Move: As above.
If ordered on Infantry Assault, may move 2 hexes and Battle: 3 Crosshair markers. Place a
remove wire or clear mines. BIG GUNS
3 3 2 2 1 1 1 1
marker on each target hit but
Battle: 3 Crosshair markers with unit. not forced to retreat. Until
FRENCH RESISTANCE 3 2 1 Place a marker on each target moved or destroyed, marked
hit but not forced to retreat. units take fire at +1d in future
Move: Up to 1 hex and battle or rounds (not cumulative).
2 hexes and not battle. Until moved or destroyed (in
which case remove marker),
1
Battle: M
ay battle on entering hexes marked units take fire at +1d in MINEFIELD
where other troops cannot. future rounds (not cumulative).
Retreat 1-3 hexes per .
SPECIAL WEAPON ASSETS (SWAs)
Set all tokens with picture side up, mix them, and place
CAVALRY 2 1 SWA is placed with unit and removed when last figure lost. a random token on each minefield hex.
Move: Up to 3 hexes and battle. Unit treated as Infantry for all purposes. Unit may not Take Move: Unit must stop. Enemy unit entering flips token to
Ground. SWA does not count as additional Victory medal. reveal strength. If 0 remove counter, otherwise:
Battle: M
ay Take Ground on a
successful Close Assault, and
battle again like Armor Overrrun.
ANTI-TANK GUN Battle: Roll number of dice equal to Strength. Hits on a
unit symbol or . ignored. Token stays numeral up.
Move: Move or battle. No effect on retreating units.
BRANDENBURGERS + 3 2 1
Battle: hit Armor.
Battle: I f hit, opponent re-rolls 1d. On SMOKE SCREEN
infantry symbol, enemy figure removed MORTAR Place smoke screen tokens on 3 adjacent
and casualties applies. If no infantry continguous hexes. Flip when turn is
symbol, no casualties. Move: Move or battle. over, then remove after second turn.
When ordered to battle, remove enemy figure from within. Battle: I gnore line of sight and terrain Move: No restrictions. Unit may be seen and see out of
If no enemy figure, Brandenburgers act like Special Forces. modifers. the hex.